I personally tend to be extremely casual with my swearing. In the third session of our Ponyfinder campaign, I rolled a Nat 1 on a Perception check, and then confirmed the fail. While looking for the Sun Queen's Temple, I was struck by a blinding ray of sunshine, and lost my ability to swear at all. So while everyone else is swearing up a storm, my character says "well that's just terrible."

Closest I've got is the time my Edge of the Empire group got sidetracked from the plot while we discussed vehicle sizes.

Cue a good 20 minutes of referencing the system's listed vehicle size silhouette ratings and discussing how that translated into cargo space, for the express purpose of figuring out how many of their stolen vehicles they could fit aboard their starship.

For the record, I believe they flew out of there with a full-size landspeeder and a few speeder bikes.

Actually, the hallucinogen grenade tended to speed things along for us. One character started out with a grenade launcher full of them, and was our MVP in the first mission - first he made half a guard tower jump to their deaths and the other half break cover so I could snipe their heads clean off. (The other guard tower was cleared by two other players using luck and more dakka.) Then the fifth player breached the manor and we piled in to assassinate the resident noble, only to run into a large squad of rival mercenaries she'd employed. One hallucinogen grenade later, all but one of them, and the shielded target, were all non-threats too busy gibbering in panic, shooting their own legs off, or rolling on the floor to shoot back at us. One even broke his neck falling down the stairs, and after dealing with the ONE who resisted the hallucinogen, we were able to coup de grâce the tripping foes at our leisure, strip them of equipment, loot some fine art from the manor, and then bring it down with applied demolitions and make our escape before the Arbites showed up.
After that we didn't meet many human foes.

Well I'm more impressed at how he managed to rip it off its foundation rather than lift the weight itself. Or I would be if this house was like a modern house and anchored directly or indirectly (water papers and crap) as opposed to this house which apparently just sits right on top of dirt.

Hm, house movers assume 275 lbs per square foot for two story homes average. If we accept that Arlong is 10 feet tall, that house looks to be about 30' x 20' base, which works out to about 330,000 lbs, or 165 tons.

Going by DnD 3.5 rules for carrying capacity, that would require a strength of at least 70. Even elder dragons don't go that high ><

The "Critical Hit" rule is ONLY FOR COMBAT. It's specifically meant to represent that random chance factor in chaotic situations such as combat.

In Skill tests and Ability Tests, all rolling a 20 does is give you a +20 to the relevant skill. That's it. You can't suddenly have your hamster break the world in half because he rolled a 20 on a test to crack an acorn. You remain limited by what your stats say you can and cannot do.

1) The reply chain makes this a bit wonky; kind of responding to multiple things but it isn't all a response to just Zangevi. ;)

2) I was unaware that crits had no impact on non-combat roles. I don't usually use a d20 system, so except for certain instances, a critical success does indeed carry some benefit (though it may be at the GM's discretion).

3) If your hamster is trying to crack an acorn, isn't it technically attacking the acorn?

4) If you are trying to accomplish something and score a crit in a system (or under home brew rules) that state it should have an appropriate effect... it should be appropriate. =P Hamster trying to crack an acorn does it really well... but doesn't break the world. If the thief is trying to gently slit a purse and rolls a crit, the thief... gently slits the purse without any harm to its contents or owner and barely any visible damage to the purse... instead of delivering a mighty slash that damages the contents and their (former) owner. ;)

5) The RPG systems (and house rules) I am thinking of where crits usually have a benefit even outside of comment still don't allow you to roll for wholly impossible attempts (you just fail), or at best are having you roll to see how badly you failed (a crit means you don't hurt or embarrass yourself in such cases, not that you do the impossible).

6) Some systems/house rules also allow you to roll against the relevant attributes when trying to lift; while not something you can count on ahead of time, a character that is (for example) going berserk and going all out in lifting could take a penalty to the point where anything less than a crit fails... but on that crit the lift is far outside of the usual range. Of course, such a thing also means normal failures are by a large enough margin to inflict self-damage from the strain.

And missing on a occasion to have a hamster pull of something really awesome?
Of course it have to remain coherent, the hamser won't break the world in half, but it will crack this accorn in the most awesome way possible for a hamster.
Now, to each group to see what fit them better.

If we assume he's ten feet tall, we also double his carry/lift capacity for being a Large creature. A Very Old dragon of most colors is Huge, and would multiply its capacity by six - twelve, if it's a Red or Gold, since their size increases to Gargantuan at Very Old age, but even the relatively small Black, White, Copper, and Brass breeds are Huge by Very Old age.
Additionally, the third party books Cory brought in might have feats or magic items that further mess with capacity. Zoro could probably benefit from loot like that.

There are ways to boost carrying capacity beyond more strength. To whit:

You need 69 normally to lift that much. Being a large quadruped (there's a graft for that) drops that to 61.

There is a magic armor that can treat a heavy load as a medium load, meaning a hulking hurler (which I am assuming he is) could throw their full load no problem, so 61 is still the requirement.

If he got powerful build or another way to count as huge for carrying capacity, that's an easy reduction to 56. A Belt of the Wide Earth can double carrying capacity outright, making it 51. A feat gets another doubling, so 46.

I'm going to ballpark Large Fishman strength bonus at around +12, which is what Half-Minotaurs get (they are as broken as it sounds). Assuming Arlong started with 18 strength, and with another +3 from level (Kaya cast 6th level spells, they're high enough now if not before) and +6 from a strength-boosting item, that's 39. If he does have powerful build, there's a good shot he got it from a template, which is probably another +4 strength, so 43. He's only 8 strength short now. A Rage-like Ability for another +4 does it and doesn't even touch on even more carrying capacity-specific stuff or buffs, which exist.

So do-able if you optimize for it. Also, as a side-note, a improvised weapon weighing 330,000lbs deals 1653d6 of damage when thrown by a hulking hurler. This is exactly as broken as it sounds. This is why my house-rule on the hulking hurler is an extra d6 per doubling of weight over 400lbs, which was what the rest of the table was leading to. Such a weight would only deal 19d6, which is still high but somewhat reasonable for a house being thrown at you.

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